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The game settings flag '$Hide main Rearm/Repair items in Comms Gauge:' hides the 'Rearm and Repair' lines in the HUD Comms menu from appearing, which is useful for mods that do not have repair ships and thus those lines confuse players. Unfortunately, the newer `COMMS_MENU_SELECT` control bindings do not properly account for hidden menu items, so using those controls on a comms menu with 'Rearm and Repair' hidden means the selection index gets off and also confuses the player. This PR fixes that by allowing `hud_squadmsg_selection_move_down()` and `hud_squadmsg_selection_move_up()` to skip hidden menu items. Tested and works as expected. For folks using the COMMS_MENU_SELECT controls, there is also a current UI confusion when the comms menu is first brought up because the first item is selected, but the `Display_selector` does not show. Thus, players are unsure what item is actively selected even though one is actively selected. In the original comms menu select PR this was set to on by default, but then switched to off by default by a different developer a bit later. This choice is especially useful for mods that have many players with gamepads such as Event Horizon. Alternatively, mods that already have many number keys utilized for other gameplay aspects seem to prefer to keep the comms menu visuals as is and only show the selection if the player uses those keys. Given there is clearly arguments for both reasons, ideally modders should be able to choose how it displays for their own mods (always or off for the first pop-up of the Comms menu). Thus, this PR adds that as a cleanup game option, too. This also was tested and works as expected.
2004 lines
73 KiB
C++
2004 lines
73 KiB
C++
/*
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* Created by Hassan "Karajorma" Kazmi for the FreeSpace2 Source Code Project.
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* You may not sell or otherwise commercially exploit the source or things you
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* create based on the source.
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*
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* This file is in charge of the "game_settings.tbl", colloquially referred to
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* as the "mod table", and contains many misc FSO specific settings.
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*/
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#include "cmdline/cmdline.h"
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#include "gamesnd/eventmusic.h"
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#include "def_files/def_files.h"
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#include "globalincs/version.h"
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#include "graphics/shadows.h"
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#include "localization/localize.h"
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#include "libs/discord/discord.h"
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#include "mission/missioncampaign.h"
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#include "mission/missionload.h"
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#include "mission/missionmessage.h"
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#include "missionui/fictionviewer.h"
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#include "nebula/neb.h"
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#include "mod_table/mod_table.h"
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#include "options/Option.h"
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#include "parse/parselo.h"
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#include "sound/sound.h"
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#include "starfield/supernova.h"
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#include "playerman/player.h"
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int Directive_wait_time;
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bool True_loop_argument_sexps;
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bool Skybox_internal_depth_consistency;
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bool Fixed_turret_collisions;
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bool Fixed_missile_detonation;
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bool Damage_impacted_subsystem_first;
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bool Cutscene_camera_displays_hud;
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bool Alternate_chaining_behavior;
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bool Fixed_chaining_to_repeat;
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bool Use_host_orientation_for_set_camera_facing;
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bool Use_model_eyepoint_for_set_camera_host;
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bool Use_model_eyepoint_normals;
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bool Always_show_directive_value_count;
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bool Use_3d_ship_select;
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bool Use_3d_ship_icons;
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bool Use_3d_weapon_select;
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bool Use_3d_weapon_icons;
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bool Use_3d_overhead_ship;
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overhead_style Default_overhead_ship_style;
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int Default_ship_select_effect;
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int Default_weapon_select_effect;
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color Default_fs2_effect_grid_color;
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color Default_fs2_effect_scanline_color;
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color Default_fs2_effect_wireframe_color;
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int Default_fs2_effect_grid_density;
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int Default_fiction_viewer_ui;
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bool Enable_external_shaders;
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bool Enable_external_default_scripts;
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DefaultDetailPreset Default_detail_preset;
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bool Full_color_head_anis;
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bool Dont_automatically_select_turret_when_targeting_ship;
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bool Automatically_select_subsystem_under_reticle_when_targeting_same_ship;
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bool Always_reset_selected_wep_on_loadout_open;
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bool Weapons_inherit_parent_collision_group;
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bool Flight_controls_follow_eyepoint_orientation;
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int FS2NetD_port;
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int Default_multi_object_update_level;
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float Briefing_window_FOV;
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int Briefing_window_resolution[2];
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bool Disable_hc_message_ani;
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SCP_vector<SCP_string> Custom_head_anis;
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SCP_vector<SCP_string> Ignored_music_player_files;
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bool Red_alert_applies_to_delayed_ships;
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bool Beams_use_damage_factors;
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float Generic_pain_flash_factor;
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float Shield_pain_flash_factor;
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float Emp_pain_flash_factor;
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std::tuple<float, float, float> Emp_pain_flash_color;
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gameversion::version Targeted_version; // Defaults to retail
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SCP_string Window_title;
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SCP_string Mod_title;
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SCP_string Mod_version;
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bool Unicode_text_mode;
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SCP_vector<splash_screen> Splash_screens;
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int Splash_fade_in_time;
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int Splash_fade_out_time;
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bool Splash_logo_center;
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bool Use_tabled_strings_for_default_language;
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bool No_built_in_languages;
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bool Dont_preempt_training_voice;
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SCP_string Movie_subtitle_font;
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std::array<int, 4> Movie_subtitle_rgba;
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bool Enable_scripts_in_fred; // By default FRED does not initialize the scripting system
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SCP_string Window_icon_path;
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bool Disable_built_in_translations;
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bool Weapon_shockwaves_respect_huge;
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bool Using_in_game_options;
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float Dinky_shockwave_default_multiplier;
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bool Shockwaves_always_damage_bombs;
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bool Shockwaves_damage_all_obj_types_once;
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bool Shockwaves_inherit_parent_damage_type;
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SCP_string Inherited_shockwave_damage_type_suffix;
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SCP_string Inherited_dinky_shockwave_damage_type_suffix;
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SCP_string Default_shockwave_damage_type;
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SCP_string Default_dinky_shockwave_damage_type;
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color Arc_color_damage_p1;
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color Arc_color_damage_p2;
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color Arc_color_damage_s1;
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float Arc_width_default_damage;
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float Arc_width_radius_multiplier_damage;
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float Arc_width_no_multiply_over_radius_damage;
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float Arc_width_minimum_damage;
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color Arc_color_emp_p1;
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color Arc_color_emp_p2;
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color Arc_color_emp_s1;
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float Arc_width_default_emp;
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float Arc_width_radius_multiplier_emp;
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float Arc_width_no_multiply_over_radius_emp;
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float Arc_width_minimum_emp;
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bool Use_engine_wash_intensity;
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bool Apply_shudder_to_chase_view;
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bool Framerate_independent_turning; // an in-depth explanation how this flag is supposed to work can be found in #2740 PR description
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bool Ai_respect_tabled_turntime_rotdamp;
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bool Swarmers_lead_targets;
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bool Default_start_chase_view;
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SCP_vector<gr_capability> Required_render_ext;
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float Weapon_SS_Threshold_Turret_Inaccuracy;
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bool Render_player_mflash;
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bool Neb_affects_beams;
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bool Neb_affects_weapons;
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bool Neb_affects_particles;
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bool Neb_affects_fireballs;
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SCP_vector<float> Shadow_distances;
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static SCP_vector<float> Shadow_distances_cockpit;
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SCP_vector<float> Shadow_smoothness_factor;
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int Num_shadow_cascades = 4;
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int Num_cockpit_shadow_cascades = 4;
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bool Show_ship_casts_shadow;
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bool Cockpit_shares_coordinate_space;
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bool Show_ship_only_if_cockpits_enabled;
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bool Custom_briefing_icons_always_override_standard_icons;
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float Min_pixel_size_thruster;
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float Min_pixel_size_beam;
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float Min_pizel_size_muzzleflash;
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float Min_pixel_size_trail;
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float Min_pixel_size_laser;
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float Do_not_render_lasers_below_length;
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float Do_not_render_lasers_below_radius;
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bool Supernova_hits_at_zero;
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bool Show_subtitle_uses_pixels;
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int Show_subtitle_screen_base_res[2];
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int Show_subtitle_screen_adjusted_res[2];
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int HUD_set_coords_screen_base_res[2];
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bool Always_warn_player_about_unbound_keys;
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leadIndicatorBehavior Lead_indicator_behavior;
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shadow_disable_overrides Shadow_disable_overrides {false, false, false, false};
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float Thruster_easing;
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bool Always_use_distant_firepoints;
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bool Discord_presence;
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bool Hotkey_always_hide_hidden_ships;
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bool Use_weapon_class_sounds_for_hits_to_player;
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bool SCPUI_loads_hi_res_animations;
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bool Auto_assign_personas;
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bool Countermeasures_use_capacity;
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bool Play_thruster_sounds_for_player;
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bool Unify_minimum_engine_sound;
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bool Disabled_or_disrupted_engines_silent;
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std::array<std::tuple<float, float>, 6> Fred_spacemouse_nonlinearity;
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bool Randomize_particle_rotation;
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bool Disable_shield_effects;
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bool Disable_all_noncustom_generic_debris;
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bool Calculate_subsystem_hitpoints_after_parsing;
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bool Disable_internal_loadout_restoration_system;
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bool Contrails_use_absolute_speed;
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bool Use_new_scanning_behavior;
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bool Lua_API_returns_nil_instead_of_invalid_object;
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bool Dont_show_callsigns_in_escort_list;
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bool Hide_main_rearm_items_in_comms_gauge;
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bool Always_show_selected_item_in_comms_gauge;
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bool Fix_scripted_velocity;
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color Overhead_line_colors[MAX_SHIP_SECONDARY_BANKS];
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bool Preload_briefing_icon_models;
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EscapeKeyBehaviorInOptions Escape_key_behavior_in_options;
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bool Target_bomb_or_bomber_use_distance;
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TargetBomborBomberBehaviorOptions Target_bomb_or_bomber_behavior;
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bool Fix_asteroid_bounding_box_check;
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bool Disable_intro_movie;
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bool Show_locked_status_scramble_missions;
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bool Disable_expensive_turret_target_check;
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float Shield_percent_skips_damage;
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float Min_radius_for_persistent_debris;
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bool Zero_radius_explosions_skip_fireballs;
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bool Render_insignias_as_decals;
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bool Link_special_point_subsystems_to_destroyed_submodels;
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#ifdef WITH_DISCORD
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// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
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static auto DiscordOption __UNUSED = options::OptionBuilder<bool>("Game.Discord",
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std::pair<const char*, int>{"Discord Presence", 1754},
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std::pair<const char*, int>{"Toggle Discord Rich Presence", 1755})
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.category(std::make_pair("Game", 1824))
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.default_val(Discord_presence)
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.level(options::ExpertLevel::Advanced)
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.importance(55)
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.change_listener([](bool val, bool) {
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if(Discord_presence){
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if (!val) {
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Discord_presence = false;
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libs::discord::shutdown();
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}
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} else {
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if (val) {
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Discord_presence = true;
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libs::discord::init();
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}
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}
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return true;
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})
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.finish();
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#endif
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void mod_table_set_version_flags();
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void parse_mod_table(const char *filename)
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{
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char *saved_Mp = NULL;
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try
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{
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if (filename == NULL)
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read_file_text_from_default(defaults_get_file("game_settings.tbl"));
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else
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read_file_text(filename, CF_TYPE_TABLES);
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reset_parse();
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// allow settings to be in any order, just as in parse_ai_profiles_tbl
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while (!check_for_string("#END"))
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{
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// start parsing
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optional_string("#GAME SETTINGS");
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if (optional_string("$Minimum version:") || optional_string("$Target Version:")) {
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Targeted_version = gameversion::parse_version();
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mprintf(("Game Settings Table: Parsed target version of %s\n", gameversion::format_version(Targeted_version).c_str()));
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if (!gameversion::check_at_least(Targeted_version)) {
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Error(LOCATION, "This modification needs at least version %s of FreeSpace Open. However, the current is only %s!",
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gameversion::format_version(Targeted_version).c_str(),
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gameversion::format_version(gameversion::get_executable_version()).c_str());
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}
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// whenever we specify a version, set the flags for that version
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mod_table_set_version_flags();
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}
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if (optional_string("$Window title:")) {
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stuff_string(Window_title, F_NAME);
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}
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if (optional_string("$Window icon:")) {
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stuff_string(Window_icon_path, F_NAME);
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}
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if (optional_string("$Mod title:")) {
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stuff_string(Mod_title, F_NAME);
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}
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if (optional_string("$Mod version:")) {
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stuff_string(Mod_version, F_NAME);
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}
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if (optional_string("$Unicode mode:")) {
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stuff_boolean(&Unicode_text_mode);
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mprintf(("Game Settings Table: Unicode mode: %s\n", Unicode_text_mode ? "yes" : "no"));
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}
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if (optional_string("$Splash screens:")) {
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while (optional_string("+Bitmap:")) {
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splash_screen splash;
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stuff_string(splash.filename, F_NAME);
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// remove extension?
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if (drop_extension(splash.filename)) {
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mprintf(("Game Settings Table: Removed extension on splash screen file name %s\n", splash.filename.c_str()));
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}
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if (optional_string("+Aspect Ratio:")) {
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stuff_float(&splash.aspect_ratio_exact);
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}
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if (optional_string("+Aspect Ratio Min:")) {
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stuff_float(&splash.aspect_ratio_min);
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}
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if (optional_string("+Aspect Ratio Max:")) {
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stuff_float(&splash.aspect_ratio_max);
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}
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if (splash.aspect_ratio_exact != 0.0f && (splash.aspect_ratio_min != 0.0f || splash.aspect_ratio_max != 0.0f)) {
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Warning(LOCATION, "Game Settings Table: An exact aspect ratio and either a min or max aspect ratio were supplied for '%s'. Only the exact value will be used.", splash.filename.c_str());
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splash.aspect_ratio_min = 0.0f;
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splash.aspect_ratio_max = 0.0f;
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}
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if (splash.aspect_ratio_exact == 0.0f && splash.aspect_ratio_min == 0.0f && splash.aspect_ratio_max == 0.0f) {
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splash.is_default = true;
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}
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Splash_screens.push_back(std::move(splash));
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}
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}
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if (optional_string("$Splash fade in time:")) {
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int val;
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stuff_int(&val);
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if (val < 0) {
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mprintf(("Game Settings Table: Got splash fade in time of %i. It must be >= 0! Ignoring!", val));
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} else {
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Splash_fade_in_time = val;
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}
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}
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if (optional_string("$Splash fade out time:")) {
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int val;
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stuff_int(&val);
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if (val < 0) {
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mprintf(("Game Settings Table: Got splash fade out time of %i. It must be >= 0! Ignoring!", val));
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} else {
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Splash_fade_out_time = val;
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}
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}
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if (optional_string("$Center splash logo:")) {
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stuff_boolean(&Splash_logo_center);
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}
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if (optional_string("$Disable FSO Internal Loadout Restoration System:")) {
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stuff_boolean(&Disable_internal_loadout_restoration_system);
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}
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if (optional_string("$Lua API returns nil instead of invalid object:")) {
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stuff_boolean(&Lua_API_returns_nil_instead_of_invalid_object);
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mprintf(("Game Settings Table: Lua API returns nil instead of invalid object: %s\n", Lua_API_returns_nil_instead_of_invalid_object ? "yes" : "no"));
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}
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optional_string("#LOCALIZATION SETTINGS");
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if (optional_string("$Use tabled strings for the default language:")) {
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stuff_boolean(&Use_tabled_strings_for_default_language);
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mprintf(("Game Settings Table: Use tabled strings (translations) for the default language: %s\n", Use_tabled_strings_for_default_language ? "yes" : "no"));
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}
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if (optional_string("$Don't initalize built-in languages by default:")) {
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stuff_boolean(&No_built_in_languages);
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mprintf(("Game Settings Table: Don't initialize built-in languages by default: %s\n", No_built_in_languages ? "yes" : "no"));
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}
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if (optional_string("$Don't pre-empt training message voice:")) {
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stuff_boolean(&Dont_preempt_training_voice);
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mprintf(("Game Settings Table: %sre-empting training message voice\n", Dont_preempt_training_voice ? "Not p" : "P"));
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}
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optional_string("#CAMPAIGN SETTINGS");
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if (optional_string("$Default Campaign File Name:")) {
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char temp[MAX_FILENAME_LEN];
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stuff_string(temp, F_NAME, MAX_FILENAME_LEN);
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// remove extension?
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if (drop_extension(temp)) {
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mprintf(("Game Settings Table: Removed extension on default campaign file name %s\n", temp));
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}
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// check length
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size_t maxlen = (MAX_FILENAME_LEN - 4);
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auto len = strlen(temp);
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if (len > maxlen) {
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error_display(0, "Token too long: [%s]. Length = " SIZE_T_ARG ". Max is " SIZE_T_ARG ".", temp, len, maxlen);
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temp[maxlen] = 0;
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}
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strcpy_s(Default_campaign_file_name, temp);
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}
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if (optional_string("#Ignored Campaign File Names")) {
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SCP_string campaign_name;
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while (optional_string("$Campaign File Name:")) {
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stuff_string(campaign_name, F_NAME);
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// remove extension?
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if (drop_extension(campaign_name)) {
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mprintf(("Game Settings Table: Removed extension on ignored campaign file name %s\n", campaign_name.c_str()));
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}
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// we want case-insensitive matching, so make this lowercase
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SCP_tolower(campaign_name);
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Ignored_campaigns.push_back(campaign_name);
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}
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}
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// Note: this feature does not ignore missions that are contained in campaigns
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if (optional_string("#Ignored Mission File Names")) {
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SCP_string mission_name;
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while (optional_string("$Mission File Name:")) {
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stuff_string(mission_name, F_NAME);
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// remove extension?
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if (drop_extension(mission_name)) {
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mprintf(("Game Settings Table: Removed extension on ignored mission file name %s\n", mission_name.c_str()));
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}
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// we want case-insensitive matching, so make this lowercase
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SCP_tolower(mission_name);
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Ignored_missions.push_back(mission_name);
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}
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}
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if (optional_string("$Red-alert applies to delayed ships:")) {
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stuff_boolean(&Red_alert_applies_to_delayed_ships);
|
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if (Red_alert_applies_to_delayed_ships) {
|
|
mprintf(("Game Settings Table: Red-alert stats will be loaded for ships that arrive later in missions\n"));
|
|
}
|
|
else {
|
|
mprintf(("Game Settings Table: Red-alert stats will NOT be loaded for ships that arrive later in missions (this is retail behavior)\n"));
|
|
}
|
|
}
|
|
|
|
optional_string("#HUD SETTINGS");
|
|
|
|
// how long should the game wait before displaying a directive?
|
|
if (optional_string("$Directive Wait Time:")) {
|
|
stuff_int(&Directive_wait_time);
|
|
}
|
|
|
|
if (optional_string("$Cutscene camera displays HUD:")) {
|
|
stuff_boolean(&Cutscene_camera_displays_hud);
|
|
}
|
|
// compatibility
|
|
if (optional_string("$Cutscene camera disables HUD:")) {
|
|
mprintf(("Game Settings Table: \"$$Cutscene camera disables HUD\" is deprecated in favor of \"$Cutscene camera displays HUD\"\n"));
|
|
bool temp;
|
|
stuff_boolean(&temp);
|
|
Cutscene_camera_displays_hud = !temp;
|
|
}
|
|
|
|
if (optional_string("$Full color head animations:") || optional_string("$Full colour head animations:")) {
|
|
stuff_boolean(&Full_color_head_anis);
|
|
}
|
|
// compatibility
|
|
if (optional_string("$Color head animations with hud colors:") || optional_string("$Colour head animations with hud colours:")) {
|
|
mprintf(("Game Settings Table: \"$Color head animations with hud colors\" is deprecated in favor of \"$Full color head animations\"\n"));
|
|
bool temp;
|
|
stuff_boolean(&temp);
|
|
Full_color_head_anis = !temp;
|
|
}
|
|
|
|
if (optional_string("$Don't automatically select a turret when targeting a ship:")) {
|
|
stuff_boolean(&Dont_automatically_select_turret_when_targeting_ship);
|
|
}
|
|
|
|
if (optional_string("$Auto select subsystem under reticle when targeting same ship:")) {
|
|
stuff_boolean(&Automatically_select_subsystem_under_reticle_when_targeting_same_ship);
|
|
}
|
|
|
|
if (optional_string("$Supernova hits at zero:")) {
|
|
stuff_boolean(&Supernova_hits_at_zero);
|
|
if (Supernova_hits_at_zero) {
|
|
mprintf(("Game Settings Table: HUD timer will reach 0 when the supernova shockwave hits the player\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: HUD timer will reach %.2f when the supernova shockwave hits the player\n", SUPERNOVA_HIT_TIME));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Always warn player about unbound keys used in Directives Gauge:")) {
|
|
stuff_boolean(&Always_warn_player_about_unbound_keys);
|
|
}
|
|
|
|
if (optional_string("$HUD drop shadows enabled by default:")) {
|
|
stuff_boolean(&HUD_shadows);
|
|
}
|
|
|
|
if (optional_string("$Unify scanning behavior:")) {
|
|
stuff_boolean(&Use_new_scanning_behavior);
|
|
}
|
|
|
|
if (optional_string("$Don't show callsigns in the escort list:")) {
|
|
stuff_boolean(&Dont_show_callsigns_in_escort_list);
|
|
}
|
|
|
|
if (optional_string("$Hide main Rearm/Repair items in Comms Gauge:")) {
|
|
stuff_boolean(&Hide_main_rearm_items_in_comms_gauge);
|
|
}
|
|
|
|
if (optional_string("$Always show selected item in Comms Gauge:")) {
|
|
stuff_boolean(&Always_show_selected_item_in_comms_gauge);
|
|
}
|
|
|
|
optional_string("#SEXP SETTINGS");
|
|
|
|
if (optional_string("$Loop SEXPs Then Arguments:")) {
|
|
stuff_boolean(&True_loop_argument_sexps);
|
|
if (True_loop_argument_sexps) {
|
|
mprintf(("Game Settings Table: Using Reversed Loops For SEXP Arguments\n"));
|
|
}
|
|
else {
|
|
mprintf(("Game Settings Table: Using Standard Loops For SEXP Arguments\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Use Alternate Chaining Behavior:")) {
|
|
stuff_boolean(&Alternate_chaining_behavior);
|
|
if (Alternate_chaining_behavior) {
|
|
mprintf(("Game Settings Table: Using alternate event chaining behavior\n"));
|
|
}
|
|
else {
|
|
mprintf(("Game Settings Table: Using standard event chaining behavior\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Fixed Chaining To Repeating Events:")) {
|
|
stuff_boolean(&Fixed_chaining_to_repeat);
|
|
if (Fixed_chaining_to_repeat) {
|
|
mprintf(("Game Settings Table: Using fixed chaining to repeating events\n"));
|
|
}
|
|
else {
|
|
mprintf(("Game Settings Table: Using retail chaining to repeating events\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Use host orientation for set-camera-facing:")) {
|
|
stuff_boolean(&Use_host_orientation_for_set_camera_facing);
|
|
if (Use_host_orientation_for_set_camera_facing) {
|
|
mprintf(("Game Settings Table: Using host orientation for set-camera-facing\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: Using identity orientation for set-camera-facing\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Use model eyepoint for set-camera-host:"))
|
|
{
|
|
stuff_boolean(&Use_model_eyepoint_for_set_camera_host);
|
|
if (Use_model_eyepoint_for_set_camera_host)
|
|
mprintf(("Game Settings Table: Use model eyepoint for set-camera-host\n"));
|
|
}
|
|
|
|
if (optional_string("$Use model eyepoint normals:"))
|
|
{
|
|
stuff_boolean(&Use_model_eyepoint_normals);
|
|
if (Use_model_eyepoint_normals)
|
|
mprintf(("Game Settings Table: Model eyepoints will respect eyepoint normals\n"));
|
|
else
|
|
mprintf(("Game Settings Table: Model eyepoints will use the model's orientation\n"));
|
|
}
|
|
|
|
if (optional_string("$Show-subtitle uses pixels:")) {
|
|
stuff_boolean(&Show_subtitle_uses_pixels);
|
|
if (Show_subtitle_uses_pixels) {
|
|
mprintf(("Game Settings Table: Show-subtitle uses pixels\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: Show-subtitle uses percentages\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Show-subtitle base resolution:")) {
|
|
int base_res[2];
|
|
if (stuff_int_list(base_res, 2) == 2) {
|
|
if (base_res[0] >= 640 && base_res[1] >= 480) {
|
|
Show_subtitle_screen_base_res[0] = base_res[0];
|
|
Show_subtitle_screen_base_res[1] = base_res[1];
|
|
mprintf(("Game Settings Table: Show-subtitle base resolution is (%d, %d)\n", base_res[0], base_res[1]));
|
|
} else {
|
|
Warning(LOCATION, "$Show-subtitle base resolution: arguments must be at least 640x480!");
|
|
}
|
|
} else {
|
|
Warning(LOCATION, "$Show-subtitle base resolution: must specify two arguments");
|
|
}
|
|
}
|
|
|
|
if (optional_string("$HUD-set-coords base resolution:")) {
|
|
int base_res[2];
|
|
if (stuff_int_list(base_res, 2) == 2) {
|
|
if (base_res[0] >= 640 && base_res[1] >= 480) {
|
|
HUD_set_coords_screen_base_res[0] = base_res[0];
|
|
HUD_set_coords_screen_base_res[1] = base_res[1];
|
|
mprintf(("Game Settings Table: HUD-set-coords base resolution is (%d, %d)\n", base_res[0], base_res[1]));
|
|
} else {
|
|
Warning(LOCATION, "$HUD-set-coords base resolution: arguments must be at least 640x480!");
|
|
}
|
|
} else {
|
|
Warning(LOCATION, "$HUD-set-coords base resolution: must specify two arguments");
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Always Show Directive Value Count:")) {
|
|
stuff_boolean(&Always_show_directive_value_count);
|
|
if (Always_show_directive_value_count) {
|
|
mprintf(("Game Settings Table: Always Showing Directive Value Count\n"));
|
|
}
|
|
}
|
|
|
|
optional_string("#GRAPHICS SETTINGS");
|
|
|
|
if (optional_string("$Enable External Shaders:")) {
|
|
stuff_boolean(&Enable_external_shaders);
|
|
if (Enable_external_shaders) {
|
|
mprintf(("Game Settings Table: External shaders are enabled\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: External shaders are DISABLED\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string_either("$Default Detail Level:", "$Default Detail Preset:") != -1) {
|
|
int detail_preset;
|
|
|
|
stuff_int(&detail_preset);
|
|
|
|
mprintf(("Game Settings Table: Setting default detail preset to %i of %i-%i\n", detail_preset, 0, static_cast<int>(DefaultDetailPreset::Num_detail_presets) - 1));
|
|
|
|
if (detail_preset < 0 || detail_preset > static_cast<int>(DefaultDetailPreset::Num_detail_presets) - 1) {
|
|
error_display(0, "Invalid detail preset: %i, setting to %i", detail_preset, static_cast<int>(Default_detail_preset));
|
|
}
|
|
else {
|
|
Default_detail_preset = static_cast<DefaultDetailPreset>(detail_preset);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Briefing Window FOV:")) {
|
|
float fov;
|
|
|
|
stuff_float(&fov);
|
|
|
|
mprintf(("Game Settings Table: Setting briefing window FOV from %f to %f\n", Briefing_window_FOV, fov));
|
|
|
|
Briefing_window_FOV = fov;
|
|
}
|
|
|
|
if (optional_string("$Generic Pain Flash Factor:")) {
|
|
float temp;
|
|
stuff_float(&temp);
|
|
if (temp >= 0.0f) {
|
|
mprintf(("Game Settings Table: Setting generic pain flash factor to %.2f\n", temp));
|
|
Generic_pain_flash_factor = temp;
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Shield Pain Flash Factor:")) {
|
|
float temp;
|
|
stuff_float(&temp);
|
|
if (temp >= 0.0f) {
|
|
mprintf(("Game Settings Table: Setting shield pain flash factor to %.2f\n", temp));
|
|
Shield_pain_flash_factor = temp;
|
|
}
|
|
}
|
|
|
|
if (optional_string("$EMP Pain Flash Factor:")) {
|
|
float temp;
|
|
stuff_float(&temp);
|
|
if (temp >= 0.0f) {
|
|
mprintf(("Game Settings Table: Setting EMP pain flash factor to %.2f\n", temp));
|
|
Emp_pain_flash_factor = temp;
|
|
}
|
|
}
|
|
|
|
if (optional_string("$EMP Pain Flash Color:") || optional_string("$EMP Pain Flash Colour:")) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
if ((rgb[0] >= 0 && rgb[0] <= 255) && (rgb[1] >= 0 && rgb[1] <= 255) && (rgb[2] >= 0 && rgb[2] <= 255)) {
|
|
Emp_pain_flash_color = std::make_tuple(static_cast<float>(rgb[0])/255, static_cast<float>(rgb[1])/255, static_cast<float>(rgb[2])/255);
|
|
} else {
|
|
error_display(0, "$EMP Pain Flash Color is %i, %i, %i. "
|
|
"One or more of these values is not within the range of 0-255. Assuming default color.", rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$BMPMAN Slot Limit:")) {
|
|
int tmp;
|
|
stuff_int(&tmp);
|
|
|
|
mprintf(("Game Settings Table: $BMPMAN Slot Limit is deprecated and should be removed. It is not needed anymore.\n"));
|
|
}
|
|
|
|
if (optional_string("$EMP Arc Color:") || optional_string("$EMP Arc Colour:")) {
|
|
if (optional_string("+Primary Color Option 1:") || optional_string("+Primary Colour Option 1:")) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
if ((rgb[0] >= 0 && rgb[0] <= 255) && (rgb[1] >= 0 && rgb[1] <= 255) && (rgb[2] >= 0 && rgb[2] <= 255)) {
|
|
gr_init_color(&Arc_color_emp_p1, rgb[0], rgb[1], rgb[2]);
|
|
} else {
|
|
error_display(0, "$EMP Arc Color: +Primary Color Option 1 is %i, %i, %i. "
|
|
"One or more of these values is not within the range of 0-255. Assuming default color.", rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
}
|
|
if (optional_string("+Primary Color Option 2:") || optional_string("+Primary Colour Option 2:")) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
if ((rgb[0] >= 0 && rgb[0] <= 255) && (rgb[1] >= 0 && rgb[1] <= 255) && (rgb[2] >= 0 && rgb[2] <= 255)) {
|
|
gr_init_color(&Arc_color_emp_p2, rgb[0], rgb[1], rgb[2]);
|
|
} else {
|
|
error_display(0, "$EMP Arc Color: +Primary Color Option 2 is %i, %i, %i. "
|
|
"One or more of these values is not within the range of 0-255. Assuming default color.", rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
}
|
|
if (optional_string("+Secondary Color Option 1:") || optional_string("+Secondary Colour Option 1:")) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
if ((rgb[0] >= 0 && rgb[0] <= 255) && (rgb[1] >= 0 && rgb[1] <= 255) && (rgb[2] >= 0 && rgb[2] <= 255)) {
|
|
gr_init_color(&Arc_color_emp_s1, rgb[0], rgb[1], rgb[2]);
|
|
} else {
|
|
error_display(0,"$EMP Arc Color: +Secondary Color Option 1 is %i, %i, %i. "
|
|
"One or more of these values is not within the range of 0-255. Assuming default color.", rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (optional_string("$EMP Arc Width:")) {
|
|
if (optional_string("+Width Default:")) {
|
|
stuff_float(&Arc_width_default_emp);
|
|
}
|
|
if (optional_string("+Width Radius Multiplier:")) {
|
|
stuff_float(&Arc_width_radius_multiplier_emp);
|
|
}
|
|
if (optional_string("+Do Not Use Width Multiplier Over Radius:")) {
|
|
stuff_float(&Arc_width_no_multiply_over_radius_emp);
|
|
}
|
|
if (optional_string("+Width Radius Minimum:")) {
|
|
stuff_float(&Arc_width_minimum_emp);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Damage Arc Color:") || optional_string("$Damage Arc Colour:")) {
|
|
if (optional_string("+Primary Color Option 1:") || optional_string("+Primary Colour Option 1:")) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
if ((rgb[0] >= 0 && rgb[0] <= 255) && (rgb[1] >= 0 && rgb[1] <= 255) && (rgb[2] >= 0 && rgb[2] <= 255)) {
|
|
gr_init_color(&Arc_color_damage_p1, rgb[0], rgb[1], rgb[2]);
|
|
} else {
|
|
error_display(0, "Damage Arc Color: +Primary Color Option 1 is %i, %i, %i. "
|
|
"One or more of these values is not within the range of 0-255. Assuming default color.", rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
}
|
|
if (optional_string("+Primary Color Option 2:") || optional_string("+Primary Colour Option 2:")) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
if ((rgb[0] >= 0 && rgb[0] <= 255) && (rgb[1] >= 0 && rgb[1] <= 255) && (rgb[2] >= 0 && rgb[2] <= 255)) {
|
|
gr_init_color(&Arc_color_damage_p2, rgb[0], rgb[1], rgb[2]);
|
|
} else {
|
|
error_display(0, "$Damage Arc Color: +Primary Color Option 2 is %i, %i, %i. "
|
|
"One or more of these values is not within the range of 0-255. Assuming default color.", rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
}
|
|
if (optional_string("+Secondary Color Option 1:") || optional_string("+Secondary Colour Option 1:")) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
if ((rgb[0] >= 0 && rgb[0] <= 255) && (rgb[1] >= 0 && rgb[1] <= 255) && (rgb[2] >= 0 && rgb[2] <= 255)) {
|
|
gr_init_color(&Arc_color_damage_s1, rgb[0], rgb[1], rgb[2]);
|
|
} else {
|
|
error_display(0, "$Damage Arc Color: +Secondary Color Option 1 is %i, %i, %i. "
|
|
"One or more of these values is not within the range of 0-255. Assuming default color.", rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Damage Arc Width:")) {
|
|
if (optional_string("+Width Default:")) {
|
|
stuff_float(&Arc_width_default_damage);
|
|
}
|
|
if (optional_string("+Width Radius Multiplier:")) {
|
|
stuff_float(&Arc_width_radius_multiplier_damage);
|
|
}
|
|
if (optional_string("+Do Not Use Width Multiplier Over Radius:")) {
|
|
stuff_float(&Arc_width_no_multiply_over_radius_damage);
|
|
}
|
|
if (optional_string("+Width Radius Minimum:")) {
|
|
stuff_float(&Arc_width_minimum_damage);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Requires Rendering Feature:")) {
|
|
SCP_vector<SCP_string> ext_strings;
|
|
stuff_string_list(ext_strings);
|
|
|
|
for (auto& ext_str : ext_strings) {
|
|
auto ext = std::find_if(&gr_capabilities[0], &gr_capabilities[gr_capabilities_num],
|
|
[ext_str](const gr_capability_def &ext_pair) { return !stricmp(ext_pair.parse_name, ext_str.c_str()); });
|
|
if (ext != &gr_capabilities[gr_capabilities_num]) {
|
|
Required_render_ext.push_back(ext->capability);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Render player muzzle flashes in cockpit:")) {
|
|
stuff_boolean(&Render_player_mflash);
|
|
}
|
|
|
|
if (optional_string("$Glowpoint nebula visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_glowpoint);
|
|
}
|
|
|
|
if (optional_string("$Shield nebula visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_shield);
|
|
}
|
|
|
|
if (optional_string("$Thruster nebula visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_thruster);
|
|
}
|
|
|
|
if (optional_string("$Beams affected by nebula visibility:")) {
|
|
stuff_boolean(&Neb_affects_beams);
|
|
|
|
if (optional_string("+Constant visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_beam_const);
|
|
}
|
|
|
|
if (optional_string("+Scaled visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_beam_scaled_factor);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Weapons affected by nebula visibility:")) {
|
|
stuff_boolean(&Neb_affects_weapons);
|
|
|
|
if (optional_string("+Weapon visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_weapon);
|
|
}
|
|
|
|
if (optional_string("+Trail visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_trail);
|
|
}
|
|
|
|
if (optional_string("+Shockwave visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_shockwave);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Particles affected by nebula visibility:")) {
|
|
stuff_boolean(&Neb_affects_particles);
|
|
|
|
if (optional_string("+Constant visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_particle_const);
|
|
}
|
|
|
|
if (optional_string("+Scaled visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_particle_scaled_factor);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Fireballs affected by nebula visibility:")) {
|
|
stuff_boolean(&Neb_affects_fireballs);
|
|
|
|
if (optional_string("+Constant visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_fireball_const);
|
|
}
|
|
|
|
if (optional_string("+Scaled visibility factor:")) {
|
|
stuff_float(&Neb2_fog_visibility_fireball_scaled_factor);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Shadow Quality Default:")) {
|
|
int quality;
|
|
stuff_int(&quality);
|
|
// only set values if shadows are enabled and using default quality --wookieejedi
|
|
if (Shadow_quality_uses_mod_option) {
|
|
switch (quality) {
|
|
case 0:
|
|
Shadow_quality = ShadowQuality::Disabled;
|
|
break;
|
|
case 1:
|
|
Shadow_quality = ShadowQuality::Low;
|
|
break;
|
|
case 2:
|
|
Shadow_quality = ShadowQuality::Medium;
|
|
break;
|
|
case 3:
|
|
Shadow_quality = ShadowQuality::High;
|
|
break;
|
|
case 4:
|
|
Shadow_quality = ShadowQuality::Ultra;
|
|
break;
|
|
default:
|
|
// Shadow_quality was already set in cmdline.cpp, so just keep that default --wookieejedi
|
|
mprintf(("Game Settings Table: '$Shadow Quality Default:' value for default shadow quality %d is invalid. Using default quality of %d...\n", quality, static_cast<int>(Shadow_quality)));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Shadow Cascade Distances:")) {
|
|
SCP_vector<float> dis;
|
|
stuff_float_list(dis);
|
|
bool valid = !dis.empty() && dis[0] >= 0.0f;
|
|
for (size_t i = 1; valid && i < dis.size(); i++) {
|
|
valid = dis[i] > dis[i - 1];
|
|
}
|
|
if (valid) {
|
|
Shadow_distances = std::move(dis);
|
|
Num_shadow_cascades = static_cast<int>(Shadow_distances.size());
|
|
} else {
|
|
error_display(0, "$Shadow Cascade Distances: values must be non-negative and strictly increasing. Assuming default distances.");
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Shadow Cascade Distances Cockpit:")) {
|
|
SCP_vector<float> dis;
|
|
stuff_float_list(dis);
|
|
bool valid = !dis.empty() && dis[0] >= 0.0f;
|
|
for (size_t i = 1; valid && i < dis.size(); i++) {
|
|
valid = dis[i] > dis[i - 1];
|
|
}
|
|
if (valid) {
|
|
Shadow_distances_cockpit = std::move(dis);
|
|
Num_cockpit_shadow_cascades = static_cast<int>(Shadow_distances_cockpit.size());
|
|
} else {
|
|
error_display(0, "$Shadow Cascade Distances Cockpit: values must be non-negative and strictly increasing. Assuming default distances.");
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Shadow Smoothness Factor:")) {
|
|
SCP_vector<float> smoothness;
|
|
stuff_float_list(smoothness);
|
|
bool valid = !smoothness.empty();
|
|
for (size_t i = 0; valid && i < smoothness.size(); i++) {
|
|
valid = smoothness[i] > 0.0f;
|
|
}
|
|
if (valid) {
|
|
Shadow_smoothness_factor = std::move(smoothness);
|
|
} else {
|
|
error_display(0, "$Shadow Smoothness Factor: all values must be > 0. Using defaults.");
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Shadow Disable Techroom:")) {
|
|
stuff_boolean(&Shadow_disable_overrides.disable_techroom);
|
|
}
|
|
|
|
if (optional_string("$Shadow Disable Cockpit:")) {
|
|
stuff_boolean(&Shadow_disable_overrides.disable_cockpit);
|
|
}
|
|
|
|
if (optional_string("$Shadow Disable Mission Brief Weapons:")) {
|
|
stuff_boolean(&Shadow_disable_overrides.disable_mission_select_weapons);
|
|
}
|
|
|
|
if (optional_string("$Shadow Disable Mission Brief Ships:")) {
|
|
stuff_boolean(&Shadow_disable_overrides.disable_mission_select_ships);
|
|
}
|
|
|
|
if (optional_string("$Show Ship Casts Shadow:")) {
|
|
stuff_boolean(&Show_ship_casts_shadow);
|
|
}
|
|
|
|
if (optional_string("$Ship Model And Cockpit Share Coordinate Space:")) {
|
|
stuff_boolean(&Cockpit_shares_coordinate_space);
|
|
}
|
|
|
|
if (optional_string("$Show Ship enabled only if Cockpits enabled:")) {
|
|
stuff_boolean(&Show_ship_only_if_cockpits_enabled);
|
|
}
|
|
|
|
if (optional_string("$Minimum Pixel Size Thrusters:")) {
|
|
stuff_float(&Min_pixel_size_thruster);
|
|
}
|
|
if (optional_string("$Minimum Pixel Size Beams:")) {
|
|
stuff_float(&Min_pixel_size_beam);
|
|
}
|
|
if (optional_string("$Minimum Pixel Size Muzzle Flashes:")) {
|
|
stuff_float(&Min_pizel_size_muzzleflash);
|
|
}
|
|
if (optional_string("$Minimum Pixel Size Trails:")) {
|
|
stuff_float(&Min_pixel_size_trail);
|
|
}
|
|
if (optional_string("$Minimum Pixel Size Lasers:")) {
|
|
stuff_float(&Min_pixel_size_laser);
|
|
}
|
|
|
|
if (optional_string("$Do Not Render Lasers Below Length:")) {
|
|
stuff_float(&Do_not_render_lasers_below_length);
|
|
}
|
|
|
|
if (optional_string("$Do Not Render Lasers Below Radius:")) {
|
|
stuff_float(&Do_not_render_lasers_below_radius);
|
|
}
|
|
|
|
if (optional_string("$Thruster easing value:")) {
|
|
stuff_float(&Thruster_easing);
|
|
if (Thruster_easing <= 0.0f) {
|
|
Warning(LOCATION, "A \'Thruster easing value\' less than or equal to 0 will not be used.\n");
|
|
}
|
|
|
|
}
|
|
|
|
if (optional_string("$SCPUI attempts to load hires animations:")) {
|
|
stuff_boolean(&SCPUI_loads_hi_res_animations);
|
|
}
|
|
|
|
if (optional_string("$Max draw distance:")) {
|
|
stuff_float(&Max_draw_distance);
|
|
|
|
if (fl_near_zero(Max_draw_distance) || Max_draw_distance < 0.0f) {
|
|
Warning(LOCATION, "The $Max draw distance must be above 0. Using default value.\n");
|
|
Max_draw_distance = Default_max_draw_distance;
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Min draw distance:")) {
|
|
stuff_float(&Min_draw_distance);
|
|
|
|
if (fl_near_zero(Min_draw_distance) || Min_draw_distance < 0.0f) {
|
|
Warning(LOCATION, "The $Min draw distance must be above 0. Using default value.\n");
|
|
Min_draw_distance = Default_min_draw_distance;
|
|
}
|
|
}
|
|
|
|
if (Min_draw_distance >= Max_draw_distance) {
|
|
Warning(LOCATION, "The $Min draw distance must be strictly less than the $Max draw distance. Using default values for both.\n");
|
|
Min_draw_distance = Default_min_draw_distance;
|
|
Max_draw_distance = Default_max_draw_distance;
|
|
}
|
|
|
|
if (optional_string("$Randomize particle rotation:")) {
|
|
stuff_boolean(&Randomize_particle_rotation);
|
|
}
|
|
|
|
if (optional_string("$Disable shield effects:")) {
|
|
stuff_boolean(&Disable_shield_effects);
|
|
}
|
|
|
|
if (optional_string("$Disable all non-custom generic debris:")) {
|
|
stuff_boolean(&Disable_all_noncustom_generic_debris);
|
|
}
|
|
|
|
if (optional_string("$Render insignias as decals:")) {
|
|
stuff_boolean(&Render_insignias_as_decals);
|
|
}
|
|
|
|
optional_string("#NETWORK SETTINGS");
|
|
|
|
if (optional_string("$FS2NetD port:")) {
|
|
stuff_int(&FS2NetD_port);
|
|
if (FS2NetD_port)
|
|
mprintf(("Game Settings Table: FS2NetD connecting to port %i\n", FS2NetD_port));
|
|
}
|
|
|
|
if (optional_string("$Default object update level for multiplayer:")) {
|
|
int object_update;
|
|
stuff_int(&object_update);
|
|
if ((object_update >= OBJ_UPDATE_LOW) && (object_update <= OBJ_UPDATE_LAN)) {
|
|
Default_multi_object_update_level = object_update;
|
|
} else {
|
|
mprintf(("Game Settings Table: '$Default object update level for multiplayer:' value of %d is not between %d and %d. Using default value of %d.\n", object_update, OBJ_UPDATE_LOW, OBJ_UPDATE_LAN, OBJ_UPDATE_HIGH));
|
|
}
|
|
}
|
|
|
|
optional_string("#SOUND SETTINGS");
|
|
|
|
if (optional_string("$Default Sound Volume:")) {
|
|
float snd_default;
|
|
stuff_float(&snd_default);
|
|
if ((snd_default >= 0) && (snd_default <= 1.0)) {
|
|
Default_sound_volume = snd_default;
|
|
} else {
|
|
error_display(0, "$Default Sound Volume is %f. It is not within 0-1.0 and will not be used. ", snd_default);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Default Music Volume:")) {
|
|
float music_default;
|
|
stuff_float(&music_default);
|
|
if ((music_default >= 0) && (music_default <= 1.0)) {
|
|
Default_music_volume = music_default;
|
|
} else {
|
|
error_display(0, "$Default Music Volume is %f. It is not within 0-1.0 and will not be used. ", music_default);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Default Voice Volume:")) {
|
|
float voice_default;
|
|
stuff_float(&voice_default);
|
|
if ((voice_default >= 0) && (voice_default <= 1.0)) {
|
|
Default_voice_volume = voice_default;
|
|
} else {
|
|
error_display(0, "$Default Voice Volume is %f. It is not within 0-1.0 and will not be used. ", voice_default);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Use weapon class impact sounds for hits to player:")) {
|
|
stuff_boolean(&Use_weapon_class_sounds_for_hits_to_player);
|
|
}
|
|
|
|
if (optional_string("$Play thruster sounds for the player:")) {
|
|
stuff_boolean(&Play_thruster_sounds_for_player);
|
|
}
|
|
|
|
if (optional_string("$Unify minimum engine sound:")) {
|
|
stuff_boolean(&Unify_minimum_engine_sound);
|
|
}
|
|
|
|
if (optional_string("$Disabled or disrupted engines are silent:")) {
|
|
stuff_boolean(&Disabled_or_disrupted_engines_silent);
|
|
}
|
|
|
|
optional_string("#FRED SETTINGS");
|
|
|
|
if (optional_string("$Disable Hard Coded Message Head Ani Files:")) {
|
|
stuff_boolean(&Disable_hc_message_ani);
|
|
if (Disable_hc_message_ani) {
|
|
mprintf(("Game Settings Table: FRED - Disabling Hard Coded Message Ani Files\n"));
|
|
}
|
|
else {
|
|
mprintf(("Game Settings Table: FRED - Using Hard Coded Message Ani Files\n"));
|
|
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Add Message Head Ani Files:")) {
|
|
SCP_string head_name;
|
|
while (optional_string("+Head:")) {
|
|
stuff_string(head_name, F_NAME);
|
|
|
|
// remove extension?
|
|
if (drop_extension(head_name)) {
|
|
mprintf(("Game Settings Table: Removed extension on head ani file name %s\n", head_name.c_str()));
|
|
}
|
|
|
|
Custom_head_anis.push_back(head_name);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Enable scripting in FRED:")) {
|
|
stuff_boolean(&Enable_scripts_in_fred);
|
|
if (Enable_scripts_in_fred) {
|
|
mprintf(("Game Settings Table: FRED - Scripts will be executed when running FRED.\n"));
|
|
}
|
|
else {
|
|
mprintf(("Game Settings Table: FRED - Scripts will not be executed when running FRED.\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$FRED Briefing window resolution:")) {
|
|
int res[2];
|
|
if (stuff_int_list(res, 2) == 2) {
|
|
mprintf(("Game Settings Table: Setting FRED briefing window resolution from (%ix%i) to (%ix%i)\n",
|
|
Briefing_window_resolution[0],
|
|
Briefing_window_resolution[1],
|
|
res[0],
|
|
res[1]));
|
|
|
|
Briefing_window_resolution[0] = res[0];
|
|
Briefing_window_resolution[1] = res[1];
|
|
} else {
|
|
Warning(LOCATION, "$FRED Briefing window resolution: must specify two arguments");
|
|
}
|
|
}
|
|
|
|
|
|
if (optional_string("$Ignore Music Files In Music Player:")) {
|
|
SCP_string music_name;
|
|
while (optional_string("+File:")) {
|
|
stuff_string(music_name, F_NAME);
|
|
|
|
drop_extension(music_name);
|
|
|
|
Ignored_music_player_files.push_back(music_name);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$FRED spacemouse nonlinearities:")) {
|
|
#define SPACEMOUSE_NONLINEARITY(name, id) \
|
|
if (optional_string("+" name " exponent:")) \
|
|
stuff_float(&std::get<0>(Fred_spacemouse_nonlinearity[id])); \
|
|
if (optional_string("+" name " scale:")) \
|
|
stuff_float(&std::get<1>(Fred_spacemouse_nonlinearity[id]));
|
|
SPACEMOUSE_NONLINEARITY("Sideways", 0);
|
|
SPACEMOUSE_NONLINEARITY("Forwards", 1);
|
|
SPACEMOUSE_NONLINEARITY("Upwards", 2);
|
|
SPACEMOUSE_NONLINEARITY("Pitch", 3);
|
|
SPACEMOUSE_NONLINEARITY("Bank", 4);
|
|
SPACEMOUSE_NONLINEARITY("Heading", 5);
|
|
#undef SPACEMOUSE_NONLINEARITY
|
|
|
|
}
|
|
|
|
if (optional_string("$Skybox internal depth consistency:")) {
|
|
stuff_boolean(&Skybox_internal_depth_consistency);
|
|
}
|
|
|
|
optional_string("#OTHER SETTINGS");
|
|
|
|
if (optional_string("$Fixed Turret Collisions:")) {
|
|
stuff_boolean(&Fixed_turret_collisions);
|
|
if (Fixed_turret_collisions) {
|
|
mprintf(("Game Settings Table: Using fixed turret collisions (shooting a turret barrel will always register)\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: Using retail turret collisions (shooting a turret barrel will register if it is within the radius of the base)\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Fixed Missile Detonation:")) {
|
|
stuff_boolean(&Fixed_missile_detonation);
|
|
if (Fixed_missile_detonation) {
|
|
mprintf(("Game Settings Table: Using fixed missile detonation (missiles will cross an entire subsystem before detonating)\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: Using retail missile detonation (missiles will detonate when they reach the center coordinates of a subsystem)\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Damage Impacted Subsystem First:")) {
|
|
stuff_boolean(&Damage_impacted_subsystem_first);
|
|
if (Damage_impacted_subsystem_first) {
|
|
mprintf(("Game Settings Table: Damage Impacted Subsystem First set to TRUE (weapons will damage the subsystem they impact before any others)\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: Damage Impacted Subsystem First set to FALSE (weapons will damage the closest subsystem before any others)\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Use 3d ship select:")) {
|
|
stuff_boolean(&Use_3d_ship_select);
|
|
if (Use_3d_ship_select)
|
|
mprintf(("Game Settings Table: Using 3D ship select\n"));
|
|
}
|
|
|
|
if (optional_string("$Default ship select effect:")) {
|
|
char effect[NAME_LENGTH];
|
|
stuff_string(effect, F_NAME, NAME_LENGTH);
|
|
if (!stricmp(effect, "FS2"))
|
|
Default_ship_select_effect = 2;
|
|
else if (!stricmp(effect, "FS1"))
|
|
Default_ship_select_effect = 1;
|
|
else if (!stricmp(effect, "off"))
|
|
Default_ship_select_effect = 0;
|
|
}
|
|
|
|
if (optional_string("$Use 3d ship icons:")) {
|
|
stuff_boolean(&Use_3d_ship_icons);
|
|
if (Use_3d_ship_icons)
|
|
mprintf(("Game Settings Table: Using 3D ship icons\n"));
|
|
}
|
|
|
|
if (optional_string("$Use 3d weapon select:")) {
|
|
stuff_boolean(&Use_3d_weapon_select);
|
|
if (Use_3d_weapon_select)
|
|
mprintf(("Game Settings Table: Using 3D weapon select\n"));
|
|
}
|
|
|
|
if (optional_string("$Default weapon select effect:")) {
|
|
char effect[NAME_LENGTH];
|
|
stuff_string(effect, F_NAME, NAME_LENGTH);
|
|
if (!stricmp(effect, "FS2"))
|
|
Default_weapon_select_effect = 2;
|
|
else if (!stricmp(effect, "FS1"))
|
|
Default_weapon_select_effect = 1;
|
|
else if (!stricmp(effect, "off"))
|
|
Default_weapon_select_effect = 0;
|
|
}
|
|
|
|
if (optional_string("$Use 3d weapon icons:")) {
|
|
stuff_boolean(&Use_3d_weapon_icons);
|
|
if (Use_3d_weapon_icons)
|
|
mprintf(("Game Settings Table: Using 3D weapon icons\n"));
|
|
}
|
|
|
|
if (optional_string_either("$FS2 effect grid color:", "$FS2 effect grid colour:") >= 0) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
CLAMP(rgb[0], 0, 255);
|
|
CLAMP(rgb[1], 0, 255);
|
|
CLAMP(rgb[2], 0, 255);
|
|
gr_init_color(&Default_fs2_effect_grid_color, rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
|
|
if (optional_string_either("$FS2 effect scanline color:", "$FS2 effect scanline colour:") >= 0) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
CLAMP(rgb[0], 0, 255);
|
|
CLAMP(rgb[1], 0, 255);
|
|
CLAMP(rgb[2], 0, 255);
|
|
gr_init_color(&Default_fs2_effect_scanline_color, rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
|
|
if (optional_string("$FS2 effect grid density:")) {
|
|
int tmp;
|
|
stuff_int(&tmp);
|
|
// only set value if it is above 0
|
|
if (tmp > 0) {
|
|
Default_fs2_effect_grid_density = tmp;
|
|
} else {
|
|
Warning(LOCATION, "The $FS2 effect grid density must be above 0.\n");
|
|
}
|
|
}
|
|
|
|
if (optional_string_either("$FS2 effect wireframe color:", "$FS2 effect wireframe colour:") >= 0) {
|
|
int rgb[3];
|
|
stuff_int_list(rgb, 3);
|
|
CLAMP(rgb[0], 0, 255);
|
|
CLAMP(rgb[1], 0, 255);
|
|
CLAMP(rgb[2], 0, 255);
|
|
gr_init_color(&Default_fs2_effect_wireframe_color, rgb[0], rgb[1], rgb[2]);
|
|
}
|
|
|
|
if (optional_string("$Use 3d overhead ship:")) {
|
|
stuff_boolean(&Use_3d_overhead_ship);
|
|
if (Use_3d_overhead_ship)
|
|
mprintf(("Game Settings Table: Using 3D overhead ship\n"));
|
|
}
|
|
|
|
if (optional_string("$Default overhead ship style:")) {
|
|
char effect[NAME_LENGTH];
|
|
stuff_string(effect, F_NAME, NAME_LENGTH);
|
|
if (!stricmp(effect, "ROTATE")) {
|
|
Default_overhead_ship_style = OH_ROTATING;
|
|
} else if (!stricmp(effect, "TOPVIEW")) {
|
|
Default_overhead_ship_style = OH_TOP_VIEW;
|
|
} else {
|
|
error_display(0, "Unknown Select Overhead Ship Style %s, using TOPVIEW instead.", effect);
|
|
}
|
|
}
|
|
|
|
if (optional_string_either("+Overhead Line Color 1:", "+Overhead Line Colour 1:") >= 0) {
|
|
int rgba[4] = {0, 0, 0, 0};
|
|
stuff_int_list(rgba, 4, ParseLookupType::RAW_INTEGER_TYPE);
|
|
gr_init_alphacolor(&Overhead_line_colors[0], rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
}
|
|
|
|
if (optional_string_either("+Overhead Line Color 2:", "+Overhead Line Colour 2:") >= 0) {
|
|
int rgba[4] = {0, 0, 0, 0};
|
|
stuff_int_list(rgba, 4, ParseLookupType::RAW_INTEGER_TYPE);
|
|
gr_init_alphacolor(&Overhead_line_colors[1], rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
}
|
|
|
|
if (optional_string_either("+Overhead Line Color 3:", "+Overhead Line Colour 3:") >= 0) {
|
|
int rgba[4] = {0, 0, 0, 0};
|
|
stuff_int_list(rgba, 4, ParseLookupType::RAW_INTEGER_TYPE);
|
|
gr_init_alphacolor(&Overhead_line_colors[2], rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
}
|
|
|
|
if (optional_string_either("+Overhead Line Color 4:", "+Overhead Line Colour 4:") >= 0) {
|
|
int rgba[4] = {0, 0, 0, 0};
|
|
stuff_int_list(rgba, 4, ParseLookupType::RAW_INTEGER_TYPE);
|
|
gr_init_alphacolor(&Overhead_line_colors[3], rgba[0], rgba[1], rgba[2], rgba[3]);
|
|
}
|
|
|
|
if (optional_string("$Always refresh selected weapon when viewing loadout:")) {
|
|
stuff_boolean(&Always_reset_selected_wep_on_loadout_open);
|
|
}
|
|
|
|
if (optional_string("$Weapons inherit parent collision group:")) {
|
|
stuff_boolean(&Weapons_inherit_parent_collision_group);
|
|
if (Weapons_inherit_parent_collision_group)
|
|
mprintf(("Game Settings Table: Weapons inherit parent collision group\n"));
|
|
}
|
|
|
|
if (optional_string("$Flight controls follow eyepoint orientation:")) {
|
|
stuff_boolean(&Flight_controls_follow_eyepoint_orientation);
|
|
if (Flight_controls_follow_eyepoint_orientation)
|
|
mprintf(("Game Settings Table: Flight controls follow eyepoint orientation\n"));
|
|
}
|
|
|
|
if (optional_string("$Beams Use Damage Factors:")) {
|
|
stuff_boolean(&Beams_use_damage_factors);
|
|
if (Beams_use_damage_factors) {
|
|
mprintf(("Game Settings Table: Beams will use Damage Factors\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: Beams will ignore Damage Factors (retail behavior)\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Default fiction viewer UI:")) {
|
|
char ui_name[NAME_LENGTH];
|
|
stuff_string(ui_name, F_NAME, NAME_LENGTH);
|
|
if (!stricmp(ui_name, "auto"))
|
|
Default_fiction_viewer_ui = -1;
|
|
else {
|
|
int ui_index = fiction_viewer_ui_name_to_index(ui_name);
|
|
if (ui_index >= 0)
|
|
Default_fiction_viewer_ui = ui_index;
|
|
else
|
|
error_display(0, "Unrecognized fiction viewer UI: %s", ui_name);
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Movie subtitle font:")) {
|
|
// Fonts have not been parsed at this point so we can't validate the font name here
|
|
stuff_string(Movie_subtitle_font, F_NAME);
|
|
}
|
|
|
|
if (optional_string("$Movie subtitle color:") || optional_string("$Movie subtitle colour:")) {
|
|
int rgba[4];
|
|
auto n = stuff_int_list(rgba, 4);
|
|
if (n < 3) {
|
|
Warning(LOCATION, "Movie subtitle color requires 3 or 4 values from 0 to 255");
|
|
} else {
|
|
if (n < 4) {
|
|
rgba[3] = 255;
|
|
}
|
|
for (int i = 0; i < 4; i++) {
|
|
CLAMP(rgba[i], 0, 255);
|
|
Movie_subtitle_rgba[i] = rgba[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Disable built-in translations:")) {
|
|
stuff_boolean(&Disable_built_in_translations);
|
|
}
|
|
|
|
if (optional_string("$Weapon shockwave damage respects huge ship flags:")) {
|
|
stuff_boolean(&Weapon_shockwaves_respect_huge);
|
|
}
|
|
|
|
if (optional_string("$Enable external default scripts:")) {
|
|
stuff_boolean(&Enable_external_default_scripts);
|
|
|
|
if (Enable_external_default_scripts) {
|
|
mprintf(("Game Settings Table: Enabled external default scripts.\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: Disabled external default scripts.\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Player warpout speed:")) {
|
|
stuff_float(&Player_warpout_speed);
|
|
}
|
|
|
|
if (optional_string("$Target warpout match percent:")) {
|
|
stuff_float(&Target_warpout_match_percent);
|
|
}
|
|
|
|
if (optional_string("$Minimum player warpout time:")) {
|
|
stuff_float(&Minimum_player_warpout_time);
|
|
}
|
|
|
|
if (optional_string("$Enable in-game options:")) {
|
|
stuff_boolean(&Using_in_game_options);
|
|
|
|
if (Using_in_game_options) {
|
|
mprintf(("Game Settings Table: Using in-game options system.\n"));
|
|
} else {
|
|
mprintf(("Game Settings Table: Not using in-game options system.\n"));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Dinky Shockwave Default Multiplier:")) {
|
|
stuff_float(&Dinky_shockwave_default_multiplier);
|
|
if (Dinky_shockwave_default_multiplier != 1.0f) {
|
|
mprintf(("Game Settings Table: Setting default dinky shockwave multiplier to %.2f.\n", Dinky_shockwave_default_multiplier));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Shockwaves Always Damage Bombs:")) {
|
|
stuff_boolean(&Shockwaves_always_damage_bombs);
|
|
if (Shockwaves_always_damage_bombs)
|
|
mprintf(("Game Settings Table: Shockwaves always damage bombs\n"));
|
|
}
|
|
|
|
if (optional_string("$Shockwaves Damage All Object Types Once:")) {
|
|
stuff_boolean(&Shockwaves_damage_all_obj_types_once);
|
|
if (Shockwaves_damage_all_obj_types_once)
|
|
mprintf(("Game Settings Table: Shockwaves damage all object types once\n"));
|
|
}
|
|
|
|
if (optional_string("$Shockwaves Inherit Parent Weapon Damage Type:")) {
|
|
stuff_boolean(&Shockwaves_inherit_parent_damage_type);
|
|
if (Shockwaves_inherit_parent_damage_type)
|
|
mprintf(("Game Settings Table: Shockwaves inherit parent damage type\n"));
|
|
}
|
|
|
|
if (optional_string("$Inherited Shockwave Damage Type Added Suffix:")) {
|
|
stuff_string(Inherited_shockwave_damage_type_suffix, F_NAME);
|
|
Inherited_dinky_shockwave_damage_type_suffix = Inherited_shockwave_damage_type_suffix;
|
|
}
|
|
|
|
if (optional_string("$Inherited Dinky Shockwave Damage Type Added Suffix:")) {
|
|
stuff_string(Inherited_dinky_shockwave_damage_type_suffix, F_NAME);
|
|
}
|
|
|
|
if (optional_string("$Default Shockwave Damage Type:")) {
|
|
stuff_string(Default_shockwave_damage_type, F_NAME);
|
|
// Should this automatically be copied to dinky shockwaves?
|
|
Default_dinky_shockwave_damage_type = Default_shockwave_damage_type;
|
|
}
|
|
|
|
if (optional_string("$Default Dinky Shockwave Damage Type:")) {
|
|
stuff_string(Default_dinky_shockwave_damage_type, F_NAME);
|
|
}
|
|
|
|
if (optional_string("$Use Engine Wash Intensity:")) {
|
|
stuff_boolean(&Use_engine_wash_intensity);
|
|
}
|
|
|
|
if (optional_string("$Apply HUD shudder to chase view:")) {
|
|
stuff_boolean(&Apply_shudder_to_chase_view);
|
|
}
|
|
|
|
if (optional_string("$Swarmers Lead Targets:")) {
|
|
stuff_boolean(&Swarmers_lead_targets);
|
|
if (Swarmers_lead_targets)
|
|
mprintf(("Game Settings Table: Swarmers lead targets\n"));
|
|
}
|
|
|
|
if (optional_string("$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:")) {
|
|
float weapon_ss_threshold;
|
|
stuff_float(&weapon_ss_threshold);
|
|
if ( (weapon_ss_threshold >= 0.0f) && (weapon_ss_threshold <= 1.0f) ) {
|
|
Weapon_SS_Threshold_Turret_Inaccuracy = weapon_ss_threshold;
|
|
} else {
|
|
mprintf(("Game Settings Table: '$Damage Threshold for Weapons Subsystems to Trigger Turret Inaccuracy:' value of %.2f is not between 0 and 1. Using default value of 0.70.\n", weapon_ss_threshold));
|
|
}
|
|
}
|
|
|
|
if (optional_string("$AI use framerate independent turning:")) {
|
|
stuff_boolean(&Framerate_independent_turning);
|
|
}
|
|
|
|
if (optional_string("+AI respect tabled turn time and rotdamp:")) {
|
|
stuff_boolean(&Ai_respect_tabled_turntime_rotdamp);
|
|
if (!Framerate_independent_turning) {
|
|
Warning(LOCATION, "\'AI respect tabled turn time and rotdamp\' requires \'AI use framerate independent turning\' in order to function.\n");
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Player starts in third person/chase view by default:")) {
|
|
stuff_boolean(&Default_start_chase_view);
|
|
}
|
|
|
|
if (optional_string("$Custom briefing icons always override standard icons:")) {
|
|
stuff_boolean(&Custom_briefing_icons_always_override_standard_icons);
|
|
}
|
|
|
|
if (optional_string("$Lead indicator behavior:")){
|
|
SCP_string temp;
|
|
stuff_string(temp, F_RAW);
|
|
SCP_tolower(temp);
|
|
|
|
if (temp == "default")
|
|
{
|
|
Lead_indicator_behavior = leadIndicatorBehavior::DEFAULT;
|
|
}
|
|
else if (temp == "multiple")
|
|
{
|
|
Lead_indicator_behavior = leadIndicatorBehavior::MULTIPLE;
|
|
}
|
|
else if (temp == "average")
|
|
{
|
|
Lead_indicator_behavior = leadIndicatorBehavior::AVERAGE;
|
|
}
|
|
else
|
|
{
|
|
Warning(LOCATION, "$Lead indicator behavior: Invalid selection. Must be default, multiple or average. Reverting to default.");
|
|
Lead_indicator_behavior = leadIndicatorBehavior::DEFAULT;
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Use distant firepoint for all turrets:")){
|
|
stuff_boolean(&Always_use_distant_firepoints);
|
|
}
|
|
|
|
if (optional_string("$Enable Discord rich presence:")) {
|
|
stuff_boolean(&Discord_presence);
|
|
}
|
|
|
|
if (optional_string("$Always hide hidden ships in hotkey list:")) {
|
|
stuff_boolean(&Hotkey_always_hide_hidden_ships);
|
|
}
|
|
|
|
if (optional_string("$Allow automatically assigning personas:")) {
|
|
stuff_boolean(&Auto_assign_personas);
|
|
}
|
|
|
|
if (optional_string("$Countermeasures use capacity:")) {
|
|
stuff_boolean(&Countermeasures_use_capacity);
|
|
}
|
|
|
|
if (optional_string("$Calculate subsystem hitpoints after parsing:")) {
|
|
stuff_boolean(&Calculate_subsystem_hitpoints_after_parsing);
|
|
if (Calculate_subsystem_hitpoints_after_parsing)
|
|
mprintf(("Game Settings Table: Subsystem hitpoints will be calculated after parsing\n"));
|
|
else
|
|
mprintf(("Game Settings Table: Subsystem hitpoints will be calculated as they are parsed\n"));
|
|
}
|
|
|
|
if (optional_string("$Contrails use absolute speed:")) {
|
|
stuff_boolean(&Contrails_use_absolute_speed);
|
|
}
|
|
|
|
if (optional_string("$Fix scripted velocity:")) {
|
|
stuff_boolean(&Fix_scripted_velocity);
|
|
}
|
|
|
|
if (optional_string("$Preload briefing icon models:")) {
|
|
stuff_boolean(&Preload_briefing_icon_models);
|
|
}
|
|
|
|
if (optional_string("$Behavior for pressing Escape key in options menu:")) {
|
|
SCP_string temp;
|
|
stuff_string(temp, F_RAW);
|
|
SCP_tolower(temp);
|
|
|
|
if (temp == "default")
|
|
{
|
|
Escape_key_behavior_in_options = EscapeKeyBehaviorInOptions::DEFAULT;
|
|
}
|
|
else if (temp == "save")
|
|
{
|
|
Escape_key_behavior_in_options = EscapeKeyBehaviorInOptions::SAVE;
|
|
}
|
|
else
|
|
{
|
|
Warning(LOCATION, "$Behavior for pressing Escape key in options menu: Invalid selection. Must be value of 'default' or 'save'. Reverting to 'default' value.");
|
|
Escape_key_behavior_in_options = EscapeKeyBehaviorInOptions::DEFAULT;
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Use closest distance method for 'Target Hostile Bomb or Bomber' control:")) {
|
|
stuff_boolean(&Target_bomb_or_bomber_use_distance);
|
|
}
|
|
|
|
if (optional_string("$Objects targeted with 'Target Hostile Bomb or Bomber' control:")) {
|
|
SCP_string temp;
|
|
stuff_string(temp, F_RAW);
|
|
SCP_tolower(temp);
|
|
|
|
if (temp == "default" || temp == "bombs and bombers")
|
|
{
|
|
Target_bomb_or_bomber_behavior = TargetBomborBomberBehaviorOptions::BOMBS_AND_BOMBERS;
|
|
}
|
|
else if (temp == "only bombs")
|
|
{
|
|
Target_bomb_or_bomber_behavior = TargetBomborBomberBehaviorOptions::ONLY_BOMBS;
|
|
}
|
|
else if (temp == "only bombers")
|
|
{
|
|
Target_bomb_or_bomber_behavior = TargetBomborBomberBehaviorOptions::ONLY_BOMBERS;
|
|
}
|
|
else
|
|
{
|
|
Warning(LOCATION, "$Objects targeted with 'Target Hostile Bomb or Bomber' control: Invalid selection. Must be value of 'default' or 'bombs and bombers' or 'only bombs' or 'only bombers'. Reverting to 'bombs and bombers' value.");
|
|
Target_bomb_or_bomber_behavior = TargetBomborBomberBehaviorOptions::BOMBS_AND_BOMBERS;
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Fix asteroid/debris field bounding box checks:")) {
|
|
stuff_boolean(&Fix_asteroid_bounding_box_check);
|
|
}
|
|
|
|
if (optional_string("$Disable intro cutscene:")) {
|
|
stuff_boolean(&Disable_intro_movie);
|
|
}
|
|
|
|
if (optional_string("$Show locked status for scramble missions:")) {
|
|
stuff_boolean(&Show_locked_status_scramble_missions);
|
|
}
|
|
|
|
if (optional_string("$Disable expensive turret target check:")) {
|
|
stuff_boolean(&Disable_expensive_turret_target_check);
|
|
}
|
|
|
|
if (optional_string("$Threshold below which shield skips damage:")) {
|
|
float threshold;
|
|
stuff_float(&threshold);
|
|
if ((threshold >= 0.0f) && (threshold <= 1.0f)) {
|
|
Shield_percent_skips_damage = threshold;
|
|
} else {
|
|
mprintf(("Game Settings Table: '$Threshold below which shield skips damage' value of %.2f is not between 0 and 1. Using default value of 0.10.\n", threshold));
|
|
Shield_percent_skips_damage = 0.1f;
|
|
}
|
|
}
|
|
|
|
if (optional_string("$Minimum ship radius for persistent debris:")) {
|
|
stuff_float(&Min_radius_for_persistent_debris);
|
|
}
|
|
|
|
if (optional_string("$Zero-radius explosions skip fireballs:")) {
|
|
stuff_boolean(&Zero_radius_explosions_skip_fireballs);
|
|
}
|
|
|
|
if (optional_string("$Link special-point subsystems to -destroyed submodels:")) {
|
|
stuff_boolean(&Link_special_point_subsystems_to_destroyed_submodels);
|
|
}
|
|
|
|
// end of options ----------------------------------------
|
|
|
|
// if we've been through once already and are at the same place, force a move
|
|
if (saved_Mp && (saved_Mp == Mp))
|
|
{
|
|
char tmp[60];
|
|
memset(tmp, 0, 60);
|
|
strncpy(tmp, Mp, 59);
|
|
mprintf(("WARNING: Unrecognized parameter in %s: %s\n", filename, tmp));
|
|
|
|
Mp++;
|
|
}
|
|
|
|
// find next valid option
|
|
if (!skip_to_start_of_string_either("$", "#"))
|
|
break;
|
|
saved_Mp = Mp;
|
|
}
|
|
|
|
required_string("#END");
|
|
}
|
|
catch (const parse::ParseException& e)
|
|
{
|
|
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", (filename) ? filename : "<default game_settings.tbl>", e.what()));
|
|
return;
|
|
}
|
|
}
|
|
|
|
void mod_table_init()
|
|
{
|
|
mod_table_reset();
|
|
|
|
// first parse the default table
|
|
parse_mod_table(NULL);
|
|
|
|
// if a mod.tbl exists read it
|
|
if (cf_exists_full("game_settings.tbl", CF_TYPE_TABLES)) {
|
|
parse_mod_table("game_settings.tbl");
|
|
}
|
|
|
|
// parse any modular tables
|
|
parse_modular_table("*-mod.tbm", parse_mod_table);
|
|
|
|
// if we have the troubleshoot commandline flag to override ingame options then disable them right after all
|
|
// parsing so we can be sure it doesn't affect anything past this point during engine init.
|
|
if (Cmdline_no_ingame_options && Using_in_game_options) {
|
|
Using_in_game_options = false;
|
|
mprintf((
|
|
"Game Settings Table: Disabling in-game options system because the commandline override was detected!.\n"));
|
|
}
|
|
|
|
//Validate and process shadow settings. This has to happen here rather than in mod_table_post_process as to run before graphics init.
|
|
{
|
|
//Validate that we have the correct number of shadow smoothness factors
|
|
if (Num_shadow_cascades + Num_cockpit_shadow_cascades != static_cast<int>(Shadow_smoothness_factor.size())) {
|
|
Warning(LOCATION, "$Shadow Smoothness Factor: number of values (currently %d) must match number of total cascades (%d cockpit cascades + %d main scene cascades = %d total cascades).", static_cast<int>(Shadow_smoothness_factor.size()), Num_cockpit_shadow_cascades, Num_shadow_cascades, Num_cockpit_shadow_cascades + Num_shadow_cascades);
|
|
int current_last = static_cast<int>(Shadow_smoothness_factor.size());
|
|
Shadow_smoothness_factor.resize(Num_shadow_cascades + Num_cockpit_shadow_cascades);
|
|
for (int i = current_last; i < Num_shadow_cascades + Num_cockpit_shadow_cascades; ++i)
|
|
Shadow_smoothness_factor[i] = 1.f / 300.f;
|
|
}
|
|
|
|
//If we guarantee that no cockpit / local show ship shadows are ever rendered, we can remove the cascades and save some VRAM
|
|
if (Shadow_disable_overrides.disable_cockpit) {
|
|
Shadow_smoothness_factor.erase(Shadow_smoothness_factor.begin(), Shadow_smoothness_factor.begin() + Num_cockpit_shadow_cascades);
|
|
Num_cockpit_shadow_cascades = 0;
|
|
Shadow_distances_cockpit.clear();
|
|
}
|
|
|
|
if (Num_cockpit_shadow_cascades + Num_shadow_cascades > 16)
|
|
Warning(LOCATION, "Requested number of shadow cascades total is %d. Not all systems may support that, and performance will degrade with many shadow cascades.", Num_cockpit_shadow_cascades + Num_shadow_cascades);
|
|
|
|
//Insert the normal distances after the shadow distances as to keep them in ascending order
|
|
Shadow_distances_cockpit.insert(Shadow_distances_cockpit.end(), Shadow_distances.begin(), Shadow_distances.end());
|
|
std::swap(Shadow_distances_cockpit, Shadow_distances);
|
|
|
|
//Stale data
|
|
Shadow_distances_cockpit.clear();
|
|
}
|
|
}
|
|
|
|
// game_settings.tbl is parsed before graphics are actually initialized, so we can't calculate the resolution at that time
|
|
void mod_table_post_process()
|
|
{
|
|
// use the same widescreen code as in adjust_base_res()
|
|
// This calculates an adjusted resolution if the aspect ratio of the base resolution doesn't exactly match that of the current resolution.
|
|
// The base resolution specified in game_settings.tbl does not need to be 1024x768 or even 4:3.
|
|
float aspect_quotient_subtitle = ((float)gr_screen.center_w / (float)gr_screen.center_h) / ((float)Show_subtitle_screen_base_res[0] / (float)Show_subtitle_screen_base_res[1]);
|
|
if (aspect_quotient_subtitle >= 1.0) {
|
|
Show_subtitle_screen_adjusted_res[0] = (int)(Show_subtitle_screen_base_res[0] * aspect_quotient_subtitle);
|
|
Show_subtitle_screen_adjusted_res[1] = Show_subtitle_screen_base_res[1];
|
|
} else {
|
|
Show_subtitle_screen_adjusted_res[0] = Show_subtitle_screen_base_res[0];
|
|
Show_subtitle_screen_adjusted_res[1] = (int)(Show_subtitle_screen_base_res[1] / aspect_quotient_subtitle);
|
|
}
|
|
mprintf(("Game Settings Table: Show-subtitle adjusted resolution is (%d, %d)\n", Show_subtitle_screen_adjusted_res[0], Show_subtitle_screen_adjusted_res[1]));
|
|
|
|
// we don't need to calculate adjusted resolution for hud-set-coords because that function doesn't do screen scaling
|
|
}
|
|
|
|
bool mod_supports_version(int major, int minor, int build)
|
|
{
|
|
return Targeted_version >= gameversion::version(major, minor, build, 0);
|
|
}
|
|
|
|
bool mod_supports_version(const gameversion::version& version) {
|
|
return Targeted_version >= version;
|
|
}
|
|
|
|
void mod_table_reset()
|
|
{
|
|
Directive_wait_time = 3000;
|
|
True_loop_argument_sexps = false;
|
|
Skybox_internal_depth_consistency = false;
|
|
Fixed_turret_collisions = false;
|
|
Fixed_missile_detonation = false;
|
|
Damage_impacted_subsystem_first = false;
|
|
Cutscene_camera_displays_hud = false;
|
|
Alternate_chaining_behavior = false;
|
|
Fixed_chaining_to_repeat = false;
|
|
Use_host_orientation_for_set_camera_facing = false;
|
|
Use_model_eyepoint_for_set_camera_host = false;
|
|
Use_model_eyepoint_normals = false;
|
|
Always_show_directive_value_count = false;
|
|
Default_ship_select_effect = 2;
|
|
Default_weapon_select_effect = 2;
|
|
gr_init_color(&Default_fs2_effect_grid_color, 0, 200, 0);
|
|
gr_init_color(&Default_fs2_effect_scanline_color, 0, 255, 0);
|
|
Default_fs2_effect_grid_density = 7; // Default original value
|
|
gr_init_color(&Default_fs2_effect_wireframe_color, 80, 49, 160);
|
|
Default_overhead_ship_style = OH_TOP_VIEW;
|
|
Default_fiction_viewer_ui = -1;
|
|
Enable_external_shaders = false;
|
|
Enable_external_default_scripts = false;
|
|
Default_detail_preset = DefaultDetailPreset::VeryHigh; // "very high" seems a reasonable default in 2012 -zookeeper
|
|
Full_color_head_anis = false;
|
|
Dont_automatically_select_turret_when_targeting_ship = false;
|
|
Automatically_select_subsystem_under_reticle_when_targeting_same_ship = false;
|
|
Always_reset_selected_wep_on_loadout_open = false;
|
|
Weapons_inherit_parent_collision_group = false;
|
|
Flight_controls_follow_eyepoint_orientation = false;
|
|
FS2NetD_port = 0;
|
|
Default_multi_object_update_level = OBJ_UPDATE_HIGH;
|
|
Briefing_window_FOV = 0.29375f;
|
|
Briefing_window_resolution[0] = 888;
|
|
Briefing_window_resolution[1] = 371;
|
|
Disable_hc_message_ani = false;
|
|
Red_alert_applies_to_delayed_ships = false;
|
|
Beams_use_damage_factors = false;
|
|
Generic_pain_flash_factor = 1.0f;
|
|
Shield_pain_flash_factor = 0.0f;
|
|
Emp_pain_flash_factor = 1.0f;
|
|
Emp_pain_flash_color = std::make_tuple(1.0f, 1.0f, 0.5f);
|
|
Targeted_version = gameversion::version(2, 0, 0, 0); // Defaults to retail
|
|
Window_title = "";
|
|
Mod_title = "";
|
|
Mod_version = "";
|
|
Unicode_text_mode = false;
|
|
Splash_fade_in_time = 0;
|
|
Splash_fade_out_time = 0;
|
|
Splash_logo_center = false;
|
|
Use_tabled_strings_for_default_language = false;
|
|
No_built_in_languages = false;
|
|
Dont_preempt_training_voice = false;
|
|
Movie_subtitle_font = "";
|
|
Movie_subtitle_rgba = std::array<int, 4>{-1, -1, -1, -1};
|
|
Enable_scripts_in_fred = false;
|
|
Window_icon_path = "app_icon_sse";
|
|
Disable_built_in_translations = false;
|
|
Weapon_shockwaves_respect_huge = false;
|
|
Using_in_game_options = true;
|
|
Dinky_shockwave_default_multiplier = 1.0f;
|
|
Shockwaves_always_damage_bombs = false;
|
|
Shockwaves_damage_all_obj_types_once = false;
|
|
Shockwaves_inherit_parent_damage_type = false;
|
|
Inherited_shockwave_damage_type_suffix = "";
|
|
Inherited_dinky_shockwave_damage_type_suffix = "";
|
|
Default_shockwave_damage_type = "";
|
|
Default_dinky_shockwave_damage_type = "";
|
|
gr_init_color(&Arc_color_damage_p1, 64, 64, 255);
|
|
gr_init_color(&Arc_color_damage_p2, 128, 128, 255);
|
|
gr_init_color(&Arc_color_damage_s1, 200, 200, 255);
|
|
Arc_width_default_damage = 0.9f;
|
|
Arc_width_radius_multiplier_damage = 0.01f;
|
|
Arc_width_no_multiply_over_radius_damage = 500.0f;
|
|
Arc_width_minimum_damage = 0.2f;
|
|
gr_init_color(&Arc_color_emp_p1, 64, 64, 5);
|
|
gr_init_color(&Arc_color_emp_p2, 128, 128, 10);
|
|
gr_init_color(&Arc_color_emp_s1, 255, 255, 10);
|
|
Arc_width_default_emp = 0.9f;
|
|
Arc_width_radius_multiplier_emp = 0.01f;
|
|
Arc_width_no_multiply_over_radius_emp = 500.0f;
|
|
Arc_width_minimum_emp = 0.2f;
|
|
Use_engine_wash_intensity = false;
|
|
Apply_shudder_to_chase_view = false;
|
|
Framerate_independent_turning = true;
|
|
Ai_respect_tabled_turntime_rotdamp = false;
|
|
Default_start_chase_view = false;
|
|
Swarmers_lead_targets = false;
|
|
Required_render_ext.clear();
|
|
Weapon_SS_Threshold_Turret_Inaccuracy = 0.7f; // Defaults to retail value of 0.7 --wookieejedi
|
|
Render_player_mflash = false;
|
|
Neb_affects_beams = false;
|
|
Neb_affects_weapons = false;
|
|
Neb_affects_particles = false;
|
|
Neb_affects_fireballs = false;
|
|
Shadow_distances = {200.0f, 600.0f, 2500.0f, 8000.0f};
|
|
Shadow_distances_cockpit = {0.25f, 0.75f, 1.5f, 3.0f};
|
|
Shadow_smoothness_factor = {1.0f/300.0f, 1.0f/250.0f, 1.0f/200.0f, 1.0f/200.0f, 1.0f/300.0f, 1.0f/250.0f, 1.0f/200.0f, 1.0f/200.0f};
|
|
Num_shadow_cascades = static_cast<int>(Shadow_distances.size());
|
|
Num_cockpit_shadow_cascades = static_cast<int>(Shadow_distances_cockpit.size());
|
|
Show_ship_casts_shadow = false;
|
|
Cockpit_shares_coordinate_space = false;
|
|
Show_ship_only_if_cockpits_enabled = false;
|
|
Custom_briefing_icons_always_override_standard_icons = false;
|
|
Min_pixel_size_thruster = 0.0f;
|
|
Min_pixel_size_beam = 0.0f;
|
|
Min_pizel_size_muzzleflash = 0.0f;
|
|
Min_pixel_size_trail = 0.0f;
|
|
Min_pixel_size_laser = 0.0f;
|
|
Do_not_render_lasers_below_length = 0.0001f;
|
|
Do_not_render_lasers_below_radius = 0.0001f;
|
|
Supernova_hits_at_zero = false;
|
|
Show_subtitle_uses_pixels = false;
|
|
Show_subtitle_screen_base_res[0] = -1;
|
|
Show_subtitle_screen_base_res[1] = -1;
|
|
Show_subtitle_screen_adjusted_res[0] = -1;
|
|
Show_subtitle_screen_adjusted_res[1] = -1;
|
|
HUD_set_coords_screen_base_res[0] = -1;
|
|
HUD_set_coords_screen_base_res[1] = -1;
|
|
Always_warn_player_about_unbound_keys = false;
|
|
Lead_indicator_behavior = leadIndicatorBehavior::DEFAULT;
|
|
Thruster_easing = 0;
|
|
Always_use_distant_firepoints = false;
|
|
Discord_presence = true;
|
|
Hotkey_always_hide_hidden_ships = false;
|
|
Use_weapon_class_sounds_for_hits_to_player = false;
|
|
SCPUI_loads_hi_res_animations = true;
|
|
Auto_assign_personas = true;
|
|
Countermeasures_use_capacity = false;
|
|
Play_thruster_sounds_for_player = false;
|
|
Unify_minimum_engine_sound = false;
|
|
Disabled_or_disrupted_engines_silent = false;
|
|
Fred_spacemouse_nonlinearity = std::array<std::tuple<float, float>, 6>{{
|
|
std::tuple<float, float>{ 1.0f, 1.0f },
|
|
std::tuple<float, float>{ 1.0f, 1.0f },
|
|
std::tuple<float, float>{ 1.0f, 1.0f },
|
|
std::tuple<float, float>{ 1.0f, 1.0f },
|
|
std::tuple<float, float>{ 1.0f, 1.0f },
|
|
std::tuple<float, float>{ 1.0f, 1.0f }
|
|
}};
|
|
Randomize_particle_rotation = false;
|
|
Disable_all_noncustom_generic_debris = false;
|
|
Disable_shield_effects = false;
|
|
Calculate_subsystem_hitpoints_after_parsing = false;
|
|
Disable_internal_loadout_restoration_system = false;
|
|
Contrails_use_absolute_speed = false;
|
|
Use_new_scanning_behavior = false;
|
|
Lua_API_returns_nil_instead_of_invalid_object = false;
|
|
Dont_show_callsigns_in_escort_list = false;
|
|
Always_show_selected_item_in_comms_gauge = false;
|
|
Hide_main_rearm_items_in_comms_gauge = false;
|
|
Fix_scripted_velocity = false;
|
|
// These colors were taken from missionscreencommon.cpp line 591 which
|
|
// were the original colors used by the overhead ship loadout lines
|
|
gr_init_alphacolor(&Overhead_line_colors[0], 64, 192, 192, 255);
|
|
gr_init_alphacolor(&Overhead_line_colors[1], 192, 128, 64, 255);
|
|
gr_init_alphacolor(&Overhead_line_colors[2], 175, 175, 175, 255);
|
|
gr_init_alphacolor(&Overhead_line_colors[3], 100, 100, 100, 255);
|
|
Preload_briefing_icon_models = false;
|
|
Escape_key_behavior_in_options = EscapeKeyBehaviorInOptions::DEFAULT;
|
|
Target_bomb_or_bomber_use_distance = false;
|
|
Target_bomb_or_bomber_behavior = TargetBomborBomberBehaviorOptions::BOMBS_AND_BOMBERS;
|
|
Fix_asteroid_bounding_box_check = false;
|
|
Disable_intro_movie = false;
|
|
Show_locked_status_scramble_missions = false;
|
|
Disable_expensive_turret_target_check = false;
|
|
Shield_percent_skips_damage = 0.1f;
|
|
Min_radius_for_persistent_debris = 50.0f;
|
|
Zero_radius_explosions_skip_fireballs = false;
|
|
Render_insignias_as_decals = false;
|
|
Link_special_point_subsystems_to_destroyed_submodels = false;
|
|
}
|
|
|
|
void mod_table_set_version_flags()
|
|
{
|
|
if (mod_supports_version(22, 0, 0)) {
|
|
Fixed_turret_collisions = true;
|
|
Fixed_missile_detonation = true;
|
|
Shockwaves_damage_all_obj_types_once = true;
|
|
Framerate_independent_turning = true; // this is already true, but let's re-emphasize it
|
|
Use_host_orientation_for_set_camera_facing = true; // this is essentially a bugfix
|
|
}
|
|
if (mod_supports_version(23, 0, 0)) {
|
|
Shockwaves_inherit_parent_damage_type = true; // people intuitively expect shockwaves to default to the damage type of the weapon that spawned them
|
|
Fixed_chaining_to_repeat = true;
|
|
}
|
|
if (mod_supports_version(24, 0, 0)) {
|
|
Calculate_subsystem_hitpoints_after_parsing = true; // this is essentially a bugfix
|
|
}
|
|
if (mod_supports_version(24, 2, 0)) {
|
|
Fix_scripted_velocity = true; // more sensical behavior
|
|
}
|
|
if (mod_supports_version(25, 0, 0)) {
|
|
Use_model_eyepoint_for_set_camera_host = true;
|
|
Use_model_eyepoint_normals = true;
|
|
Fix_asteroid_bounding_box_check = true;
|
|
Disable_expensive_turret_target_check = true;
|
|
Skybox_internal_depth_consistency = true;
|
|
}
|
|
if (mod_supports_version(26, 0, 0)) {
|
|
Zero_radius_explosions_skip_fireballs = true;
|
|
Render_insignias_as_decals = true;
|
|
}
|
|
}
|